he said he gets runaway payout on a double-double win, but all other payouts are fine.
the alternator unit switch between wire 51-8 and 70 at schem F15 is what is needed during a double-double win - referred to as ALT_SW below. If that's missing/not working or the game has been modified and something functionally equivalent not wired in, then the circuit to step the replay counter is broken and the result is runaway pay.
he needs to do one of:
- find the alternator unit and fix the issue
- see where it was, verify it's been clipped out and conclude he needs to replace it
- figure out how the circuit has been modified to work without it
- determine the 11th coin feature was disabled and the game operated as-is.
anyone with a dixie confirm where the alternator unit actually is?
also, anyone got a parts game they are willing to chop the x2x2 unit out and send my way? I need to make/post a diagram for it. Keep the coils or I can send it back afterwards. The density of the wiring on the back is too great to diagram the unit in game unless you're willing to push the wires around a lot. See pic below. The guy who took the pic didn't want to risk breaking wires off so we gave up on making the diagram.
also need the magic random unit. It has a different part number than Nashville which has already been diagrammed.
tmi below - proceed at your own risk:
the alternator unit is not involved with double-or-nothing....it only deals with the 11th coin feature. It's possible on the game to get double-double-double:
- the 9th/10th coins doubling is the 1-2-3 and 4-5-6 x2 trip relays
- winning a double/nothing is the double win #2 relay
- the 11th coin doubling is the alternator unit. Since that means you enabled 9th and 10th coin doubling first, the cumulative effect is double-double.
EACH of the above cause the replay counter to step at 1/2 the rate it would for a base win, and the affects are cumulative. Get them all and the replay counter steps at 1/8 the base rate. That gives you the potential to win 2400 credits for a 5-in-line on card 6.
if ya look at the schem around G16, you can see how the circuit changes from using a cam 8/x4 switch (1 pulse for every 4 credits added) to cam 9/x8 or cam 8Y/x16. Call this cascade of switches the pulse generator block (PGB) below.
what's not very obvious is how the double relay #2 and the ALT_SW switch doubles things again. The circuit is relying the electrical properties of the coils.
- when ALT_SW is closed, double relay #2 coil is bypassed/shorted and the PBG switch closing causes the replay counter step-up coil to power.
- when the ALT_SW is open, the current goes thru both the double relay #2 coil AND the replay counter step-up coil when the PBG closes. That's enough current to power the double relay #2, but not enough to suck the plunger into the step-up coil.
then look around schem B17 and you'll see that when either a replay counter step-up coil powers or the double relay #2 powers, the alternator unit powers and that toggles the ALT_SW state.
net affect on a card with 11th coin double-double enabled:
- first and odd numbered PGB switch closing powers the double relay #2, and that causes the alternator unit to step and close ALT_SW. The current-starved replay counter coil will not power sufficiently to step the unit.
- second and even PGB switch closing powers the replay counter step-up coil and steps the unit. An EOS switch on the step-up arm causes the alternator unit to step and open ALT_SW